Located in Sienna City just south of Route 9001, the Sienna City Gym focuses on the Fire-type above all else. The battlefield itself is found deep underground in a conveniently placed volcanic chamber. The field is roughly 20' x 20', and is suspended 15 feet over a magma pit by tempered steel girders. While the steel is fairly sturdy, using moves such as Magnitude and Earthquake will severely damage the structure, which means that those moves, as well as all like them, are banned for safety's sake. The main platform is also made of tempered steel, so Digging is impossible. Rock moves are usable, but as the only rocks around are molten, moves using them require 3 more energy to keep the rocks from melting. If a Pokemon is knocked into / falls into the lava, they lose 15 HP and have a 50% chance of being burned (unless they are Fire-type, in which case they only lose 10 HP, or the Pokemon has Flash Fire, in which case they suffer no damage; however, they do not gain the boost from Flash Fire). At the end of each round, a jet of fire may erupt from underneath one of the Pokemon; this happens roughly 30% of the time. The damage done to the Pokemon will be given as follows:

If the Pokemon in question resists Fire 4x, they lose 3 HP.

If they resist 2x, they lose 5 HP.

If they are neutral to Fire, they lose 10 HP.

If they are 2x weak to Fire, they lose 15 HP.

If they are 4x weak to fire, they lose 20 HP.

If the Pokemon has wings / can Fly or Teleport (not including Pokemon such as the Gliscor line or other Pokemon that cannot actually "fly"), they take no damage, but must use their next action to return to the platform, using 2/3 of the move's usual Energy cost. If this occurs after the last action of the round, the Pokemon will still return to the platform, but cannot move for the first action next round.

If the Pokemon has the ability Flash Fire, they lose no HP, but do not gain the Flash Fire bonus.

And that's about it.

Is it okay if I use 4 basic stages and one middle stage?

Click to expand...

Team Galladiator:

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Houndour [Elvis] (M)
Nature: Lonely (+ Atk, -Def)
Type:
Dark: Dark STAB; Immunity to all telepathic and telekinetic attacks, better performance in all darkened and especially twilight conditions. Can use any Dark-type attack regardless of Attraction.
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Early Bird: (Innate) This Pokemon is used to waking up at early hours or operating in low-light conditions and subsequently sleep status is automatically reduced by one intensity level when inflicted on this Pokemon. When the Pokemon uses Rest they will gain 18 HP per action and only be asleep for two actions.
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Unnerve (DW): (Innate) The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.

Abilities:
Blaze: (Innate) When this Pokemon’s HP is lower than 33%, the base damage of any fire attack is increased by two (2). (eg Flamethrower goes from 10 to 12, Fire Blast from 12 to 14)
Solar Power (DW): (Innate) When in bright sunlight, this Pokemon burns solar energy and 1 HP/action to increase the Base Attack Power of all their special attacks by two (2).

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Litwick [Jean] (F)
Nature: Modest (+ Sp. Atk, - Atk)
Type:
Ghost: Ghost STAB; brief intangibility that nullifies Normal and Fighting-type attacks. Can move through walls for a brief period of time but must remain in motion. Superior senses in low light and inside dark buildings. Have no vision reduction in hazes.
Fire: Fire STAB; immune to burn, emit a low glow in dark places, takes additional damage if active open flames are exposed to a water attack. Superior senses in volcanic or brushfire areas.

Abilities:
Flash Fire: (Innate) This Pokemon thrives in high temperatures, and takes the energy of any opposing fire attack, nullifies the damage, and uses the additional power to boost its own fire attack’s Base Attack Power by two (2). Self-targeted attacks do not give the boost.
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Shadow Tag (DW): (Innate) Upon entry into battle, this Pokemon’s Shadow expands across the arena and dissipates, forcing opposing Pokemon to stay within 10 meters of this Pokemon. The Shadow entirely negates the ability to switch for every Pokemon except those who also have Shadow Tag.

While by no means the strongest fighter on G's squad, Gary does have the strongest spirit; G always knows Gary's going to give it his all when he's sent into battle. Gary's only real flaw is his temper: when provoked, he will retaliate so fiercely that sometimes not even the mighty Irwin can restrain him, usually ending badly for the offender. He tends to spend his time training solo to avoid accidentally harming his teammates.

Abilities:
Flame Body: (Innate) This Pokemon’s external temperature is kept at such a high level that any contact attack used on this Pokemon has a 30% chance of burning the opponent.
Swarm (DW): (Innate) When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

Type: Water/IceWater: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.Ice:Ice STAB; immune to freezing and Sheer Cold, no vision loss or damage in Hail or snowstorm conditions, perfectly accurate and 30% Protect breaking Blizzard in Hail. Superior senses and mobility in frozen caves and other frigid arenas.

Abilities:Water Absorb (Innate): This Pokemon absorbs water attacks and instead of taking damage from them, recovering 50% of the damage the water attack would have done. A Pokemon that attacks itself with water to heal only recieves 25% of the damage that attack would do to itself.Shell Armour (Innate): This Pokemon’s thick, bony outer shell prevents it from taking critical hits.Hydration (Innate) (DW, LOCKED): This Pokemon absorbs water during the rain to heal any status effects afflicting this Pokemon.

Type: Electric/WaterElectric: Electric STAB; 50% reduction in paralysis chance from other electrical attacks, perfect accuracy and 30% chance of Protect breaking Thunder during Rain. Superior senses in power plant environments.Water: Water STAB; Can breathe and have excellent mobility when underwater, are less capable on land unless they are entirely amphibious.

Abilities:Trace: (Can be Activated) This Pokemon can copy an ability of the opponent and replace Trace for six (6) actions. Wonder Guard cannot be Traced.Magic Guard: (Innate) This Pokemon is infused with a powerful psycho-electric energy that makes it immune to damage from Hail, Sandstorm, and damage from Leech Seed, Poisoning, and Burn. It can still attack itself in confusion, but will not absorb any damage from it.Shed Skin (DW, LOCKED): (Innate) This Pokemon regularly sheds its skin and any impurities contained in its body. If afflicted with a status condition, this Pokemon has a 33% chance of removing all status conditions at the end of a round.

Abilities: Scrappy: This Pokemon’s Normal and Fighting attacks carry a special signature that can damage Ghosts, even if they have phased out. (Innate)Prankster: The Pokemon is always prepared for engaging in sneaky tactics and trickery, giving its non-damaging attacks an increase in priority level. (Innate)Vital Spirit: This Pokemon has a high vitality and alertness making it immune to sleep induced by other Pokemon. Its normal state of sleeplessness makes it take 1 less damage/action from Ghost Curse. If it is put to sleep by a Pokemon with Mold Breaker it will wake up the next action. (DW, Innate, LOCKED)

Starman the Elgyem(Move your mouse to reveal the content)Starman the Elgyem (open)Starman the Elgyem (close)

Elgyem "Starman" (M)Nature: Bold (+1 Def, -1 Atk)Type: Psychic
Psychic: Psychic STAB; less susceptible to blinding, more susceptible to sound-based assaults as far as locking on with Psychic attacks, can lift and throw opponents with Psychic regardless of Special Attack Rank. Psychic-type attacks are not godlike and cannot be used as a catchall for Disabling, Binding, and redirecting opposing attacks.

Abilities:Telepathy: (Innate) This Pokemon has a mental link with its allies in multiple allies, allowing it to avoid taking damage from attacks that affect the whole field like Earthquake and Surf.Synchonize: (Innate) Pokemon with this ability mentally link their condition to an opposing Pokemon and pass on any status inflicted on them to their foe. Due to their body structure, Poison types cannot be poisoned and Fire types cannot be burned in this manner.Analytic: (Innate, DW) If this Pokemon attacks after its target during an action, its attacks have two (2) more Base Attack Power.

Abilities:
CompoundEyes (Innate): This Pokemon’s complex eyes give it a comprehensive view of the field, making its attack 30% (x1.3) more accurate.
Unnerve (Innate): The Pokemon's presense causes immense tension in the opponent, preventing them from eating a held Berry. Natural Gift may still be used.
Swarm (Innate, DW, LOCKED): When this Pokemon’s HP is lower than 33% (flat), the Base Attack Power of any Bug-typed attack is increased by 2. (eg Silver Wind goes from 6 to 8, X-Scissor from 8 to 10)

sorry for lack of reffing, hopefully ill have a bit more time once the rounds start. Anyway, order is:
Son_of_Shadoo sends out his 3 pokes with abilities
Galladiator does the same plus 1st round orders
Son_of_Shadoo issues his orders
I ref

Yep, all fire types. I CALLED IT! Well, Coulomb's going to have a rough time of it, good thing this is just training...

Heavy Artillery, Hijinks and Brrr I choose you! Heavy Artillery, you'll be using your Shell Armour, Water Absorb will hardly help you here. Hijinks, go with Trace. Brrr, be an adorable little Prankster.

Gary, you'll be using Leaf Guard! Elvis, Flash Fire! And Harvey, Flame Body, since that's the only ability you have right now!

Gary, start out with a Leaf Blade to destroy that Lapras! Then use Fire Spin to keep Scratchet from approaching us!

Elvis, quickly set up Sunny Day to activate Gary's Leaf Guard and weaken any Water moves that come our way! Then try a Fire Blast aimed at Lapras! But wait, there's more! If at any point during the second action Lapras should attempt a Hydro Pump attack, switch one of the actions with Sucker Punch!

Harvey! Use your patented combo of Acrobatics and Zen Headbutt to hit Scratchet for massive damage!

Why am I ending all my sentences with exclamation points! I shouldn't be this excited! This is just a training battle! It doesn't really count! I need to calm down! A lot!

Heavy Artillery, Hijinks and Brrr I choose you! Heavy Artillery, you'll be using your Shell Armour, Water Absorb will hardly help you here. Hijinks, go with Trace. Brrr, be an adorable little Prankster.